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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in this line: 'if (player.intersects(platform) && player.velocityY > 0 && playerNextY + player.height > platform.y && player.y < platform.y) {' Line Number: 163
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var playerNextY = player.y + player.velocityY;' Line Number: 153
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var playerNextY = player.y + player.velocityY;' Line Number: 153
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make three players with independent control
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When you click the mouse, the player moves along a parabola until he completes the flight, control is impossible
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When you click the mouse, the player moves along a parabola until the flight is completed; control is impossible
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When you click the mouse, the player moves along a parabola until the flight is completed; control is impossible
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reduce the number of platforms by three times
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add a second platform type
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platform speed doubled
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reduce the number of platforms by half
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Double the number of falling platforms by changing the loop iteration count from 40 to 140
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double the number of falling platforms
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double the number of falling platforms
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double the number of falling platforms
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make more falling platforms
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make the platforms move at different speeds in random order
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the end of the game when the character is at the bottom
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the character starts at the center of the screen
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when a character falls at high speed, he sometimes flies through the platform, correct the error.
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when the character is on the platform above she should increase her downward speed
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when the character is on the platform above she should increase her downward speed
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when the character lands on the platform her fall speed should double.
/**** * Classes ****/ // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1); self.velocityY = 0; self.velocityX = 0; self.isOnGround = false; self.jump = function () { self.velocityY = -15; // Jump force self.velocityX = self.x < game.width / 2 ? 5 : -5; // Horizontal velocity based on player position self.isJumping = true; // Flag to indicate the player is in a jump }; self.update = function () { if (self.isJumping) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.5; // Gravity // Check for landing if (self.y >= game.height - playerGraphics.height) { self.isJumping = false; self.y = game.height - playerGraphics.height; self.velocityX = 0; self.velocityY = 0; } } else { // Handle non-jumping behavior here if needed } }; }); // Define the Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.createAsset('platform', 'Platform', 0.5, 1); self.speed = (Math.random() * 3 + 1) * 2; // Random speed between 2 and 8, doubled from original self.setInitialPosition = function (x, y) { self.x = x; self.y = y; }; }); // Define the MovingPlatform class var MovingPlatform = Container.expand(function () { var self = Container.call(this); var movingPlatformGraphics = self.createAsset('moving_platform', 'Moving Platform', 0.5, 1); self.speed = (Math.random() * 2 + 1) * 2; // Random speed between 2 and 6 self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose initial direction self.setInitialPosition = function (x, y) { self.x = x; self.y = y; }; self.update = function () { self.x += self.direction; // Change direction if it hits the edges of the screen if (self.x > game.width - movingPlatformGraphics.width || self.x < 0) { self.direction *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays var platforms = []; var player; // Create the player player = game.addChild(new Player()); player.x = game.width / 2; player.y = game.height / 2; // Create initial platforms var initialPlatformY = game.height - 300; for (var i = 0; i < 7; i++) { var platform; if (Math.random() < 0.5) { // 50% chance to create a moving platform platform = new MovingPlatform(); } else { platform = new Platform(); } var randomX = Math.random() * (game.width - platform.width) + platform.width / 2; platform.setInitialPosition(randomX, initialPlatformY - i * 300); platforms.push(platform); game.addChild(platform); } // Main game update loop LK.on('tick', function () { player.update(); // Update platforms for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; platform.y += platform.speed; // Move platforms down at their own speed if (platform instanceof MovingPlatform) { platform.update(); // Update moving platforms } // Recycle platforms if (platform.y > game.height) { var randomX = Math.random() * (game.width - platform.width) + platform.width / 2; platform.x = randomX; platform.y = -50; } // Check for collision with player using the player's next position to predict collision var playerNextY = player.y + player.velocityY; if (player.intersects(platform) && player.velocityY > 0 && playerNextY + player.height > platform.y && player.y < platform.y) { player.isOnGround = true; player.velocityY = 0; player.y = platform.y - player.height; } } // Check for game over condition if (player.y < -player.height) { LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -9,44 +9,26 @@
self.velocityX = 0;
self.isOnGround = false;
self.jump = function () {
self.velocityY = -15; // Jump force
- self.velocityX = 5; // Horizontal velocity
- self.parabolaHeight = 300; // Maximum height of the jump
- self.parabolaWidth = 200; // Horizontal distance covered during the jump
- self.parabolaTick = 0; // Current tick within the parabola
+ self.velocityX = self.x < game.width / 2 ? 5 : -5; // Horizontal velocity based on player position
+ self.isJumping = true; // Flag to indicate the player is in a jump
};
self.update = function () {
- if (self.parabolaTick !== undefined) {
- var parabolaX = self.parabolaTick / (self.parabolaWidth / 2) * self.velocityX;
- var parabolaY = 4 * self.parabolaHeight * (self.parabolaTick / self.parabolaWidth) * (1 - self.parabolaTick / self.parabolaWidth);
- self.x += parabolaX;
- self.y -= parabolaY;
- self.parabolaTick++;
- if (self.parabolaTick > self.parabolaWidth) {
- self.parabolaTick = undefined;
- self.velocityY = 0;
+ if (self.isJumping) {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ self.velocityY += 0.5; // Gravity
+ // Check for landing
+ if (self.y >= game.height - playerGraphics.height) {
+ self.isJumping = false;
+ self.y = game.height - playerGraphics.height;
self.velocityX = 0;
+ self.velocityY = 0;
}
} else {
- self.y += self.velocityY;
- self.velocityY += 0.5; // Gravity
+ // Handle non-jumping behavior here if needed
}
- // Prevent player from going beyond the screen boundaries
- if (self.x > game.width - playerGraphics.width) {
- self.x = game.width - playerGraphics.width;
- }
- if (self.x < 0) {
- self.x = 0;
- }
- if (self.y < 0) {
- self.y = 0;
- self.velocityY = 0;
- }
- // Check for ground and set game over if player is at the bottom of the screen
- if (self.y > game.height - playerGraphics.height) {
- LK.showGameOver();
- }
};
});
// Define the Platform class
var Platform = Container.expand(function () {
@@ -111,13 +93,8 @@
platforms.push(platform);
game.addChild(platform);
}
-// Event listener for touch events on the game area
-game.on('up', function (obj) {
- player.velocityX = 0;
-});
-
// Main game update loop
LK.on('tick', function () {
player.update();
small black umbrella. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white umbrella. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase
water drop with anime style eyes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.